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Everything posted by rsm000rsm
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Disallow authors from preventing user-voted tags
rsm000rsm replied to Rizzu's topic in Suggestion Board
Same happened to me. Some trolls were applying tags that had nothing to do with my mods, so I disabled user tags, too. -
Can anyone find Cowardly Settlers?
rsm000rsm replied to 363rdChemicalCompany's topic in Fallout 4's Discussion
wim95 Fallout 4 mods - Google Drive -
Assigning NPC to workshop through dialogue.
rsm000rsm replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
If your NPC has to be rescued, you can add REDialogueRescued "Gives ""rescued"" hellos" [FACT:0002F126] to their faction list with the rank set to 0. I've been trying to reverse engineer that faction in order to create a generic "recruitable NPC faction," but so far, I've not succeeded. -
Mod Idea / Request - Z2-47 as a settler
rsm000rsm replied to RigbyJay's topic in Fallout 4's Mod Ideas
Still need to dig the chip out of his head, although it would be rather funny if you show up at the Railroad with a courser slung over your shoulder. ;-) -
Mod Idea / Request - Z2-47 as a settler
rsm000rsm replied to RigbyJay's topic in Fallout 4's Mod Ideas
I don't think you can get into the Institute without killing him, as you need his chip before you can build the teleporter. -
Vault81 Expansion Settlement (formerly Secret 81)
rsm000rsm replied to BlazeStryker's topic in Fallout 4's Mod Ideas
This is something I've wanted to see for a very long time. At the very least, a mod that gradually cleans up the new section and populates it with V81 residents. In fact, I have a (mostly complete) face pool of over 150 V81 residents waiting for just this sort of thing. We can only hope. -
Nuka World has food carts that could be converted into constructable vendor stalls. I'd like to see it have more specificity than simply a reskinned bar, though. Maybe restricted to selling only stuff like iguana on a stick, squirrel bits, molerat chunks, and similar "fast food."
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If you build three guard posts and assign a guard to one of them, the guard will patrol between them, but I'm guessing that's not what you have in mind. I'd like to see a means to assign someone to guard duty and have them patrol the whole settlement. I figure a buildable object with a sandbox package similar to a scavenging station would do the trick, but I have no idea how to set up something like that.
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Several of LarannKiar's recruitment mods include assignable furniture devoted to the NPC in question. For instance, Virgil gets a chem station, Kat gets a vendor stall, Magnolia gets a microphone and speaker, and so forth. As well, there's Assignable Cooking Stations - Idle Conversations (among others) in LK's catalog that give settlers more things to do. In addition, More Scavenging Stations is a nice mod, and there's another one with assignable workbenches, but I can't remember the name right now. In any case, I do agree that it would be nice to have NPC-specific furniture that takes advantage of (or ties into) the NPC's backstory.
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Vault 88 - NPC have problems with pathfinding
rsm000rsm replied to lynx64's topic in Fallout 4's Discussion
Vault 88 doesn't have a sandbox package. Vault 88 Settler Sandbox Fix takes care of it. -
Mod Idea / Request - Make the CC Sentinel PA a Settler
rsm000rsm replied to RigbyJay's topic in Fallout 4's Mod Ideas
So, over the weekend, I attempted to create a mod that would fulfill this request, but with mixed results. Here's the scoop. To assign the Sentinel PA to a settlement, it must be placed in "Stand Down" mode within an owned settlement, after which it can be assigned via the "Move" command in workshop mode. If assigned to a job, it functions very much like a robot--that is, it just stands there because it doesn't have proper animations to perform the job in question. I didn't get a chance to test it as a provisioner, but if that works, it is possible to limit the Sentinel's job options to provisioner only. However... I stopped testing because I discovered that, once assigned to a settlement, it couldn't be turned back into a companion. The hacking options were there, but the Sentinel ignored the commands. I'm assuming these issues could be remedied with the appropriate scripts, but that's beyond my skill set. -
These are already in the game, if you haven't already found them. SkinOldNaked [ARMO:00128C5C] SkinBodyOldMale [TXST:00128C58] SkinHeadOldMale [TXST:00128C59] SkinHandOldMale_1 [TXST:0015B540] SkinBodyOldFemale [TXST:00176AD0] SkinHeadFemaleOld [TXST:0003C655] SkinHandOldFemale_1 [TXST:00176AD1]
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Hello again, Here's another one that might work for you: Eight Companions. Yes, they're companions, but they aren't fully developed companions like Heather or Ellen or Darlene. They do have custom voices and dialog, though, so they're a step above common settlers--even unique settlers. Likewise, I've just posted a patch that corrects some errors/oversights in the original mod: Eight Companions Adjusted. In any case, I don't run with companions often, so I use this group as "settlement bosses" (so to speak), so maybe they'll be suitable for you, too.
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Damage Crop When Player Harvests It
rsm000rsm replied to Saberarrow's topic in Fallout 4's Mod Ideas
Repairing damaged crops requires the expenditure of produce from the crop in question. For instance, to repair a damage tato plant, you have to use one tato. Since harvesting a tato plant gives you only one tato, you'd have to use that tato to repair the plant. To make this mod idea work, you'd have to either eliminate the repair recipe requirement or increase the amount of produce received whenever a given crop is harvested. -
Just so you know, those NPCs are from "Settlers of the Commonwealth," not "Better Settlers." That said, Commonwealth Families might fit the bill for you, as the NPC family it covers are unique, recruitable, and have custom voices. All of the other custom-voiced settler mods I can think of are part of bigger mods--SS2, for instance.
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Assaultrons are larger than humans, so all of the clothing would have to be upscaled to fit. A lot of work, but doable, as we see with SuperMutantClothes.
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Both are connected to other BoS quests that'll break if they're removed from the game before those quests are completed. Both have their early game fetch quests, but they're part of later quests, too. Haylen, for instance, plays a role in "Call to Arms," "Blind Betrayal," and "Liberty Reprimed." Both are part of the police station defense during "Precipice of War," too.
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I just tested this a week or so ago and had the same results. Either the Noir Penthouse has not yet been updated to match the Next Gen game, or it was updated but something broke, as the old version with the old game worked fine. I read somewhere (Steam? Reddit?) that buyers have been requesting (and receiving) refunds, so Bethesda is aware of the problem. Don't know if it'll be enough to make fixing it a priority, but they were quick to fix the Modern Furniture pack the popped up when the Next Gen game hit.
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Checked my copy and it has the same issue. My guess is that it either hasn't yet been updated to match the next gen update or it was updated but something went awry. It worked fine with the game's previous version, so this is something new.
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There are several mods that randomize height for some NPCs (I've made a few of those mods), but I don't know of any that add height scaling to all NPCs. My Diverse "series," once complete, will include an optional file that will convey height scaling to most generic NPCs. I'm considering something similar for unique, named NPCs, but that would require patching for a huge number of mods, so the idea hasn't gone beyond my "maybe" list of mod ideas.
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That looks like a previs/precombine issue, most likely caused by a conflict with another mod in your load order, and not a bug specific to AR 2.
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Open her .esp in fo4edit and click the NPC (Actor) tab. Scroll down to Head Parts (sorted). In Darla's case, there will be 8 PNAM - Head Part entries. Second from the bottom is HairFemale08 "No Apologies" [HDPT:0016CA35]. That's her hair style. Click it and scroll through the list until you find the hairstyle you want. Most hairstyles have additional hairline entries that go with them, so you'll have to add those hairline entries, too. Just below the Head Parts (sorted) section is the HCLF - Hair Color section where you can, you guessed it, change the hair color. Pick the color you want, then save the .esp. That should do it.
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Found the culprit. Please delete.
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Claim Technology For Brotherhood of Steel
rsm000rsm replied to Dimensionlord1's topic in Fallout 4's Mod Ideas
Seeing them do the work isn't the issue. The issue is removing the object from one part of the world and placing it somewhere else. Placing it somewhere else is the easy part. Removing it from its original location is not, as the world space where the object used to be would require rebuilding since the object isn't there anymore. That means new previsbines and navmesh, among other things.